Abilities: Intelligence is a rogue’s most important ability. It grants her more skill points, applies to many of her skills, improves her Intuition, and makes best use of some of her rogue talents. Dexterity is also important since the rogue is only proficient with light armor and Weapon Finesse is available as a bonus feat. Constitution helps make up for the rogue’s low hit points.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, handaxe, kukri, rapier, sap, shortbow, and throwing axe. Rogues are proficient with light armor, but not with shields.

Intuition (Ex): A rogue has an unconscious awareness of her surroundings. A number of times per day equal to her Intelligence bonus, the rogue can add her intelligence bonus to any ability check, attack roll, damage roll, saving throw or skill check. The decision to use Intuition must be made before the roll to which it applies.

Rogue Talent (Ex): At 1st level, the rogue gains a special talent. The rogue can swap out one previously-chosen special ability any time she gains a level, but not if it would make other abilities invalid. Unless otherwise noted, each ability may be selected only once, and are extraordinary in nature. The rogue gains additional talents at level 2, 4, 6, 8, 10, 12, 14, 16, 18, 19, and 20. Up to 10th level a rogue may select minor Rogue Talents. At 12th level and beyond a rogue may select a minor or major Rogue Talent. The saving throw DCs against a rogue’s talents, if applicable, are 10 + ½ the rogue’s level + the rogue’s Intelligence modifier.

Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can use sneak attack with nonlethal attacks as well, dealing additional nonlethal damage.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Mechanics skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Mechanics check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex): The rogue can avoid even magical and unusual attacks with great agility. Starting at 3rd level, if she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex): Some creatures are resistant to sneak attack by virtue of their unusual anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is resistant to sneak attacks. At 4th level, a rogue can make a sneak attack against these creatures as a full-round action, but the sneak attack damage is halved.

At 12th level, the rogue can make a sneak attack against resistant creatures as a standard action instead of a full-round action. At 19th level a rogue can do this with each attack.

This ability does not allow the rogue to overcome immunities to being flanked or being denied your dexterity bonus to AC, nor does it surpass concealment.

Avoidance (Ex): At 5th level, the rogue learns to avoid certain conditions. By spending a use of intuition, a rogue can ignore difficult terrain for one full round. At 9th level, the rogue can spend a use of intuition to negate a combat maneuver used by an enemy, automatically winning the opposed roll. At 13th level, the rogue can spend a use of intuition to negate a critical hit. At 17th level, the rogue can spend a use of Intuition to completely negate one successful attack against her. The decision to use Avoidance must be made after the attack and/or critical confirmation rolls are made, but before damage is rolled.

Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. Starting at 7th level, she cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Makeshift Tools (Ex): At 8th level, a rogue no longer takes penalties to skill checks for using improvised tools. She can pick a lock with a dagger, disable a trap with chop sticks, and so on.

Improved Evasion (Ex): At 11th level, a rogue's Evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but now she only takes half damage on a failed save. A helpless rogue does not gain the benefit of Improved Evasion.

Improved Uncanny Dodge (Ex): At 15th level, the rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

No Tools Necessary (Ex): At 16th level, the rogue no longer requires even makeshift tools. She takes no penalty to skill checks for not having tools.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures immune to sleep, paralysis, or death are not affected by those effects.

Rogue Talents (Minor)

Absorb Spell (Su): If a rogue makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the rogue as a target, not effect or area spells. A rogue can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a rogue must succeed on a level check (1d20 + rogue class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the rogue suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

A rogue must have the Steal Spell, Steal Energy Resistance, and Steal Spell-like Ability talents to select Absorb Spell.

Acrobatic Charge: A rogue of who selects this ability can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Binding Attack: The rogue can spend a point of Intuition to cause her next attack or melee touch to bind the target, leaving it entangled. An entangled creature can make a Strength check (DC = 10 + ½ the Rogue’s level + the Rogue’s Intelligence modifier) as a standard action to break free, or an Acrobatics check (DC = 10 + the Rogue’s level + the Rogue’s Intelligence modifier) to slip out.

Crowd-Walker: When moving through a crowd, the rogue moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however. The rogue no longer takes a -5 penalty on Hide checks when moving faster than half speed, nor does she take the standard -10 penalty when attempting to hide during a brief distraction. Finally, the presence of other people within 5 feet is considered sufficient cover for her to hide, making it easy for her to vanish into a crowd.

Deadly Range: A rogue with this ability increases the range at which she can deal sneak attack damage to 60 feet.

Disruptive Attack: Whenever the rogue attacks a flanked or flat-footed target, she can sacrifice her sneak attack damage to impose a penalty to AC equal to her number of sneak attack dice.

Flip the Coin: Once per day, when the rogue rolls a 1 on any d20 roll, she can choose to treat that roll as a 20 (including being an automatic success on an attack roll or saving throw). The rogue may select this ability multiple times, gaining one extra daily use of this ability each time.

Go To Ground: When you choose to "lay low," you become all but impossible to find without magical means. All attempts to find you with Urban Tracking (Cityscape 64) or Persuasion simply fail outright.

Ledge Walker: This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Lurk Augment: The rogue chooses one lurk augment for which she meets the minimum level and any other requirements. She can use the augment using the following altered rules. She also meets the requirement of the Lurk Augment class feature for the purpose of feat prerequisites.

• Using a lurk augment requires a swift action and expends one daily use of Inuition.
• If a lurk augment can be enhanced using power points, it instead uses an equal number of additional daily uses of Intuition.
• Rogues ignore requirements to maintain or expend psionic focus when using lurk augments.

Minimal Magic (Sp): A rogue with this talent gains the ability to cast one 0-level spell from the sorcerer/wizard spell list. Each use of this spell costs the rogue one daily use of Intuition. The caster level for this ability is equal to the rogue's level. The save DC for these spells is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. A rogue may select this talent more than once, each time gaining a different spell.

Minimal Psionics (Psi): A rogue with this talent gains the ability to manifest a 1st-level psionic power from the psion power list. Each use of this power costs the rogue one daily use of Intuition. The rogue can augment powers by spending a number of uses of Intuition equal to the additional power point cost to augment the power. The manifester level for this ability is equal to the rogue’s level, and the rogue cannot select or manifest any power with a power point cost higher than his manifester level. The save DC for this power is 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 11 to select this talent. A rogue may select this talent more than once, each time gaining a different power.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list. Each use of this spell costs the rogue one daily use of Intuition. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minimal magic rogue talent before choosing this talent. A rogue may select this talent more than once, each time gaining a different spell.

Minor Psionics (Psi): A rogue with this talent gains the ability to manifest a 2nd-level psionic power from the psion power list. Each use of this power costs the rogue two daily uses of Intuition. The rogue can augment powers by spending a number of uses of Intuition equal to the additional power point cost to augment the power. The manifester level for this ability is equal to the rogue’s level, and the rogue cannot select or manifest any power with a power point cost higher than his manifester level. The rogue must have the Minimal Psionics talent to select this talent. The save DC for this power is 12 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 12 to select this talent. A rogue may select this talent more than once, each time gaining a different power.

Moderate Magic (Sp): A rogue with this talent gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list. Each use of this spell costs the rogue two daily uses of Intuition. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent. A rogue may select this talent more than once, each time gaining a different spell.

Moderate Psionics (Psi): A rogue with this talent gains the ability to manifest a 3rd-level psionic power from the psion power list. Each use of this power costs the rogue two daily uses of Intuition. The rogue can augment powers by spending a number of uses of Intuition equal to the additional power point cost to augment the power. The manifester level for this ability is equal to the rogue’s level, and the rogue cannot select or manifest any power with a power point cost higher than his manifester level. A rogue must have the minor psionics talent to select this talent. The save DC for this power is 13 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 13 to select this talent. A rogue may select this talent more than once, each time gaining a different power.

Poison Use: The rogue is trained in the use of poison and can not accidentally poison herself when applying poison to a weapon.

Prone Movement: While prone, a rogue with this ability can move at half speed and takes no penalty to attack rolls. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling. A rogue with this ability can stand up from a prone position as a free action without provoking attacks of opportunity for standing up while threatened by a foe.

Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Shield of Blades: The rogue gains a shield bonus to her AC by attacking with at least two light weapons during her turn. This AC bonus is equal to half the number of her sneak attack dice and lasts until the start of her next turn, and applies to all attackers, even invisible and ethereal ones. She loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Skill Trick: A rogue that selects this talent gains a bonus skill trick that costs no skill points and does not count toward her maximum skill tricks known. A rogue may select this ability multiple times, choosing a different skill trick each time.

Steal Energy Resistance (Su): A rogue can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A rogue who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune). If the target is willing, a rogue can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a rogue can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a rogue chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a rogue gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires. A rogue can use this ability multiple times, but its effects do not stack unless they apply to different types of energy.

At 11th level, a rogue can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

A rogue must have the Steal Spell talent to select Steal Energy Resistance.

Steal Spell (Su): The rogue can siphon spell energy away from his target and use it himself. A rogue who hits an opponent with a successful sneak attack can choose to steal a spell, or the potential to cast a specific known spell, from his target. To do this, the rogue must give up 1d6 sneak attack damage per level of the spell he is attempting to steal (minimum 1d6). If the target is willing, a rogue can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one spell of the appropriate level from memory if she prepares spells ahead of time, or one spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. The rogue can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If the spell isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

After stealing a spell, the rogue can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. The rogue can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The rogue must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, the rogue can use the stolen spell power to cast any spell that he knows of the same level or lower (from the Minimal Magic, Minor Magic, Moderate Magic, or Major Magic abilities). The rogue must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, it fades harmlessly away.

At any one time, a rogue can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum. At 11th level and above, a rogue who steals a spell from a spellcaster immediately is aware of all of the spells of that level that the spellcaster knows or has prepared.

The rogue can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.

Steal Spell Effect (Su): A rogue who hits an opponent with a sneak attack can choose to gain the effect of a single spell affecting the target. The rogue must give up 1d6 sneak attack damage per level of the spell effect stolen. If the target is willing, the rogue can steal a spell effect with a touch as a standard action.
The rogue can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If the rogue tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A rogue can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a rogue gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A rogue can steal the effect of a spell only if the spell could be cast on him by the original caster or if the spell has a range of personal. For example, a rogue couldn't gain the effect of an animal growth spell (unless the rogue is of the animal type). If a rogue tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per class level. This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

A rogue must have the Steal Spell talent to select Steal Spell Effect.

Steal Spell-Like Ability (Su): A rogue can use a sneak attack to temporarily steal a creature's spell-like ability. A rogue who hits an opponent with a sneak attack can choose gain one use of one of the target's spell-like abilities. The rogue must give up 1d6 sneak attack damage per effective level of the spell-like ability he is trying to steal. If the target is willing, a rogue can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the rogue’s class level. A rogue can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the rogue can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the rogue can't steal it.

A rogue can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A rogue must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the rogue uses the ability (or until the minute elapses), the target cannot use the stolen ability.

A rogue must have the Steal Spell talent to select Steal Spell-like Ability.

Surprise Attack: During the first round of combat (including the surprise round), opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Trapsense: The rogue gains a bonus to Perception checks to find traps and to Mechanics checks to disable traps, as well as to saves and AC versus traps. This bonus is equal to the rogue’s Intelligence bonus.

Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Without a Trace: The difficulty class to track a rogue increases by a number equal to her Intelligence modifier.

Rogue Talents (Major)

Bleeding Attack: A rogue with this talent can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Canny Defense: When wearing light or no armor and not encumbered, the rogue adds her Intelligence bonus to her AC. This bonus disappears when the rogue is caught flat-footed.

Craft Wondrous Trap: A rogue with this talent can craft magical traps as if she had the Craft Wondrous Item feat, whether or not she actually has a caster level. A rogue must have the Minimal Magic talent to select Craft Wondrous Trap.

Crippling Strike: A rogue with this talent can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Creatures immune to ability damage are immune to this effect.

Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Devious Scoundrel: If the rogue fails her saving throw against an effect that restricts her movement (such as stunning or paralysis), she can attempt this save again on her turn at the same DC.

Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Friend’s Evasion: When hit by an area attack, every adjacent ally to the rogue gains the Evasion ability.

Hide in Plain Sight: A rogue with this talent can use the hide skill in urban terrain even while being observed. A rogue must have the Urban Camouflage talent to select Hide in Plain Sight.

Impressive Critical: A rogue’s dazzling stunts and daredevil acrobatics inspire her allies to greater effort. When she scores a critical hit against a foe, all allies within 100 feet gain a +4 morale bonus to attacks for one round. The creature that received the critical hit is dazed for one round.

Initiative Boost: The rogue adds her Intelligence bonus to all Initiative checks.

Lucky: Many rogues live by the credo “Better lucky than good.” Once per day, a rogue of may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. This ability may be selected multiple times, each time granting an additional daily reroll.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list. Each use of this spell costs the rogue 3 daily uses of Intuition. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 13 to select this talent. A rogue must have the moderate magic rogue talent before choosing this talent. A rogue may select this talent more than once, each time gaining a different spell.

Major Psionics (Psi): A rogue with this talent gains the ability to manifest a 4th-level psionic power from the psion power list. Each use of this power costs the rogue three daily uses of Intuition. The rogue can augment powers by spending a number of uses of Intuition equal to the additional power point cost to augment the power. The manifester level for this ability is equal to the rogue’s level, and the rogue cannot select or manifest any power with a power point cost higher than his manifester level. A rogue must have the moderate psionics talent to select this talent. The save DC for this power is 14 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 14 to select this talent. A rogue may select this talent more than once, each time gaining a different power.

Master Magic (Sp): A rogue with this talent gains the ability to cast a 4th-level spell from the sorcerer/wizard spell list. Each use of this spell costs the rogue 4 daily uses of Intuition. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 14 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 14 to select this talent. A rogue must have the major magic rogue talent before choosing this talent. A rogue may select this talent more than once, each time gaining a different spell.

Master Psionics (Psi): A rogue with this talent gains the ability to manifest a 5th-level psionic power from the psion power list. Each use of this power costs the rogue four daily uses of Intuition. The rogue can augment powers by spending a number of uses of Intuition equal to the additional power point cost to augment the power. The manifester level for this ability is equal to the rogue’s level, and the rogue cannot select or manifest any power with a power point cost higher than his manifester level. A rogue must have the major psionics talent to select this talent. The save DC for this power is 15 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 15 to select this talent. A rogue may select this talent more than once, each time gaining a different power.

Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Pass Without Trace: A rogue with this talent can not be tracked by mundane means, as a continuous pass without trace spell. The rogue can suppress this if she wishes.

Riposte: If an opponent misses on every attack he makes against the rogue on his turn, he draws an attack of opportunity from her.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Skill Specialty: The rogue chooses one skill with which she can take 20 with no extra time cost and can do this even if stress or distractions would normally prevent her from doing so. She must have Skill Mastery to select this talent.

Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Steal Spell Resistance (Su): A rogue can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A rogue who hits an opponent with a sneak attack can reduce the target's spell resistance by 1 per 1d6 sneak attack damage sacrificed. The rogue also gains spell resistance equal to the SR stolen + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a rogue can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the rogue for a number of rounds equal to the rogue's Intelligence modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A rogue can't use this ability on the same creature again until the creature's spell resistance returns. The rogue must have the Steal Spell talent to select Steal Spell Resistance.

Uncanny Feint: To select this talent the rogue must have the Improved Feint feat. The rogue can now feint as a swift action instead of a move action, and the target is considered flat-footed for all of the rogue’s attacks for this round.

Urban Camouflage: A rogue with this talent can use the hide skill in any sort of urban terrain, even if the terrain doesn’t grant cover or concealment. The rogue must have the Crowd-Walker talent to take this.

Wounding Strike: A rogue with this ability can sneak attack opponents with such precision that her blows cause long-lasting damage. An opponent damaged by one of her sneak attacks also takes 1 point of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Any creature immune to ability damage is immune to this effect.